Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Ioun Stone (Reverse) (R, A)
rare
Trade Log
Show
Orb of the Stein Rune (R, A)
rare
DDAL05-14 Reeducation
Show
Notes:
This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.
Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
Stone Soul. You can't be petrified.
Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Stone. You can transfer the orb's magic to a nonmagical item—a shield or a pair of boots—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Cloak of Displacement (R, A)
rare
DDAL05-05 A Dish best Served Cold
Show
Notes:
This cloak is made of the pelt of a smooth, black-furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Wand of Magic Missiles (UC)
uncommon
Trade Log
Show
Hat of Disguise (UC, A)
uncommon
DDHC-CM-14 The Canopic Being
Show
Eyes of Minute Seeing (UC)
uncommon
DDHC-CM-14 The Canopic Being
Show
Smokepowder
uncommon
SJ-DC-ECHO-01 Starfall
Show
Notes:
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
This item is found in Waterdeep: Dragon Heist.
Note: Smokepowder is awarded in a packet of five shots and includes bullets. While the bullets are not magical, in this instance they are included with the smokepowder. To simplify accounting deduct 6 gp (the cost of 20 bullets) from the portable item budget when awarding this consumable.
Spellwrought Tattoo - Spirit Guardians (UC)
uncommon
Assigning DM Reward
Show
Clothes of Mending (C)
common
SJ-DC-LEGIT-SB-03 Mergers and Aquisitions
Show
Notes:
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
Chest of Preserving (Minor Property: Sentinel - Undead)(C)
common
PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun
Show
Notes:
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.
The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
This item can be found in Waterdeep: Dungeon of the Mad Mage.
Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it.
An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: “Thanks for restoring Elysium. You’ll always have a friend here. -Tarfen”. The chest glows when undead creatures are nearby.
Wand of Scowls (C)
common
Assigning service rewards
Show
Bag of Holding (UC)(stashed)
common
Taking free Level 5 Item
Show
Dark Shard Amulet (C)
common
CCC-GHC-BK2-09 Breath of Fire
Show
Notes:
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron.
While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check.
If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Special. The dark shard amulet is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party.
Ring of Telekinesis (VR, A)(stashed)
common
Trade Log
Show
Baba Yaga's Dancing Broom (UC, A)
common
Crafted in Bastion
DDAL05-08+09 Durlags Tomb
Show
Notes:
The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them.
Spellwrought Tattoo (Counterspell) (UC)
common
SJ-DC-LEGIT-SB-03 Mergers and Aquisitions
Show
Notes:
Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The spell's saving throw DC is 15, the attack bonus is +7, and the spellcasting ability modifier is +4.
Hat of Wizardry (C, A)
common
SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art
Show
Notes:
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Skeggöx (Battleaxe +3) (VR)
common
DDAL05-09 Durlag's Tomb
Show
Notes:
This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn.
Ring of Regeneration (VR, A)
common
DDAL-DRW-15 Frozen Whisper
Show
Notes:
This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.
Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Horn of Silent Alarm (Guardian Property)(C)
common
Trade Log
Show
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Ioun Stone (Reverse) (R, A) | rare | Trade Log | Show | |||
| Orb of the Stein Rune (R, A) | rare | DDAL05-14 Reeducation | Show | |||
|
Notes:
This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person. Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. Stone Soul. You can't be petrified. Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Stone. You can transfer the orb's magic to a nonmagical item—a shield or a pair of boots—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone. |
||||||
| Cloak of Displacement (R, A) | rare | DDAL05-05 A Dish best Served Cold | Show | |||
|
Notes:
This cloak is made of the pelt of a smooth, black-furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |
||||||
| Wand of Magic Missiles (UC) | uncommon | Trade Log | Show | |||
| Hat of Disguise (UC, A) | uncommon | DDHC-CM-14 The Canopic Being | Show | |||
| Eyes of Minute Seeing (UC) | uncommon | DDHC-CM-14 The Canopic Being | Show | |||
| Smokepowder | uncommon | SJ-DC-ECHO-01 Starfall | Show | |||
|
Notes:
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. This item is found in Waterdeep: Dragon Heist. Note: Smokepowder is awarded in a packet of five shots and includes bullets. While the bullets are not magical, in this instance they are included with the smokepowder. To simplify accounting deduct 6 gp (the cost of 20 bullets) from the portable item budget when awarding this consumable. |
||||||
| Spellwrought Tattoo - Spirit Guardians (UC) | uncommon | Assigning DM Reward | Show | |||
| Clothes of Mending (C) | common | SJ-DC-LEGIT-SB-03 Mergers and Aquisitions | Show | |||
|
Notes:
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. |
||||||
| Chest of Preserving (Minor Property: Sentinel - Undead)(C) | common | PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun | Show | |||
|
Notes:
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This item can be found in Waterdeep: Dungeon of the Mad Mage. Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it. An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: “Thanks for restoring Elysium. You’ll always have a friend here. -Tarfen”. The chest glows when undead creatures are nearby. |
||||||
| Wand of Scowls (C) | common | Assigning service rewards | Show | |||
| Bag of Holding (UC)(stashed) | common | Taking free Level 5 Item | Show | |||
| Dark Shard Amulet (C) | common | CCC-GHC-BK2-09 Breath of Fire | Show | |||
|
Notes:
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. Special. The dark shard amulet is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party. |
||||||
| Ring of Telekinesis (VR, A)(stashed) | common | Trade Log | Show | |||
| Baba Yaga's Dancing Broom (UC, A) | common | Crafted in Bastion | DDAL05-08+09 Durlags Tomb | Show | ||
|
Notes:
The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate. On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them. |
||||||
| Spellwrought Tattoo (Counterspell) (UC) | common | SJ-DC-LEGIT-SB-03 Mergers and Aquisitions | Show | |||
|
Notes:
Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The spell's saving throw DC is 15, the attack bonus is +7, and the spellcasting ability modifier is +4. |
||||||
| Hat of Wizardry (C, A) | common | SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art | Show | |||
|
Notes:
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
||||||
| Skeggöx (Battleaxe +3) (VR) | common | DDAL05-09 Durlag's Tomb | Show | |||
|
Notes:
This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn. |
||||||
| Ring of Regeneration (VR, A) | common | DDAL-DRW-15 Frozen Whisper | Show | |||
|
Notes:
This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black. Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality. While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. |
||||||
| Horn of Silent Alarm (Guardian Property)(C) | common | Trade Log | Show | |||